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Posts posted by Crius.5487
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Just add a 10 second internal cooldown to the trait for PvP, no need to disable the entire thing.
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As far as I am aware, when it takes classes into consideration for match making it only does it based on the core class and not elite specializations since you can change your elite specialization prior to the match starting.
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I run this with vipers and can 1v1 gyro scrappers. Bait out their defensive bubble and purge gyro then burst.
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The last hit on the beast is the only hit that counts so they can be easily stolen by the other team. If all players on both teams are off respawn and you go after a beast then you are leaving your team in a 4v5 on the rest of the map. Against any half decent team you'll either lose the team fight mid or have home decapped. This is why it's not worth going after beasts unless the opposing team has players on respawn, your team has no one on respawn, you have both home and mid and you can dps the beast down before the enemy respawns. Beasts can be used to get a clutch victory especially if your down 475 to 490 and you can burst the beast down before the other team ticks to 500.
Decap far, steal beast from other team, kill player that was trying to kill beast, gg.
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The other day I saw gold 3 players in the top 250. If you go back two years ago you weren't making it in the top 250 unless you were at least plat 2. Population is dwindling because very little is being introduced into the game mode to keep people playing.
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If there's a commander on the map running an open squad you could always ask for participation to help with getting the mount and in return offer to scout on the map.
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Personally I would like to see a new reward system that only rewards players on the winning team. This should include progress for dailies, towards reward tracks, and season pips. The amount of pips and reward track progress should be increased to help balance not having anything in return if the match is lost. To help against groups that want to queue together in unranked to farm pugs, groups will receive reduced rewards depending on the number of players that grouped together. No reduced rewards for duo queues in ranked.
The only reason we have an issue with bots is because of the reward system. People can multi-box running a macro on each instance of the game to automatically queue, randomly run around the map, then get rewarded even if they lost the match. Take away absolutely any and all rewards if the match is lost and there will be no reason for these people to have their macro bots ruining the game mode. Let's get rid of the participation trophy--if you want shinies then earn it by working together with your team.
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I think that video is worthy of its own thread. Still wouldn't go as far to call it match manipulation--how would one person coordinate with your entire team to stay at spawn? ANET should definitely look into that one though.
Off of the video but onto another complaint people (and myself) have which isn't but is commonly referred to as match manipulation are the players (bots too) who are only there for the reward track progress and pips. These players don't care about winning and don't even try which really hurts the other players on the team who are trying to win. A suggestion I have to combat this is to make the dailies only count if the match is won. Reward track progress and pips for season rewards will only be earned if the match is won. If you lose, you get nothing. It's suppose to be a competitive game mode--there should be no reason to come if you're not willing to compete.
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> @"Ragnar.4257" said:
> Riiiight, Moon landings were fake, 9/11 was inside job, Queen Elizabeth is a 10,000 year old lizard and 2008 crash was Illuminati.
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> Look, I'm not saying this stuff never happens, but the way people talk here you'd think this is going on in nearly every game, across all tiers. I hate to break it to you, but nobody is win-trading in Gold tier or Unranked. If your team throws a game there, it's because, they suck and threw the game. Not because Illuminati. Outside of the top 10 this is 100% pointless and irrelevant.
Had an important phone call, was in an unranked game, so I answered it. Stopped moving for 30 seconds and got accused of match manipulation. Manipulating with whom? The person who called me who has never heard of the game?
This guy is correct, match manipulation only occurs at the very top of the leader board. Match manipulation is when someone pays someone on the opposing team to throw the game. There's a hundred reasons why someone might stop responding during a match. Maybe someone other than a Jehovah witness was knocking on the door, maybe the neighborhood stray cat got ran over by a dump truck, maybe it was the Publishers Clearing House in which case they're probably already on a boat in the Bahama's so good luck. Most of the time it's a reason other than match manipulation--especially if you're in plat 2 or below or unranked.
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I like to create a trail of spice coffee around the mystic forge after I get a nice collection of them
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I got the following error when trying to enter Sun's Refuge
InstanceCreate failed. Error=1036; Product=9; Module=18; Line=624
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Just a simple idea that doesn't require a long and elaborate explanation. A trap, placed like the supply and stealth traps, when triggered by an enemy mounted player would force all enemy mounted players within 1200 range off of their mounts and prevent them from being able to mount for a brief (such as 20-30 seconds) amount of time. The trap could only be triggered by a player who is mounted and would have no effect on players that are not mounted. Any thoughts or opinions on the idea?
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I know, not being able to use tonics while on a mount--completely game breaking.
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> @"Barbadensis.5702" said:
> thanks guys, i just got kicked from a squad cause my class sucked lol
Thief doesn't bring anything to the table for fighting with a large organized force. Thief excels at roaming due to it's mobility and being able to disengage from a fight. Even with the mount the thief can still disengage to break combat then mount up easier than other classes such as a necromancer. If you're new to WvW and want to learn I would suggest playing rev since there's only a few minor changes between zerg and roaming builds.
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Check out https://metabattle.com/wiki/Build:Deadeye_-_Malicious_Oneshot_Roamer then deviate from that to suit your needs
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I don't think ArenaNet, during development, knew that WvW would have had such a cult following. It was the players that made WvW great and many of those players no longer play the game. All we do is hope for changes to bring those players back but many of the changes just drive remaining players away.
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It's a convenience item that has no impact at all on actual WvW game play.
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WvW has its own sub culture within the GW2 community. For everyone that came in just for the mount, we're waiting for you to get it so you can leave. If you're serious about playing WvW and willing to adapt your play style and build then I am sure people from whichever server you are on would be more than happy to help.
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Don't worry, when all the PvE'rs get the mount they will leave the game mode.
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Isn't there already enough pirate shipping going on in WvW without having to add in actual ships?
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There's only two nerfs to mirage from the last patch that affect mirage in the current meta. The first is the physical damage reduction on axe #3 however this ability isn't used for physical damage but for confusion application and an evade frame so the physical damage reduction has very little impact. The biggest change is the portal duration. Portal was used for mobility but due to the changes it's ineffective to run portal. What happened is mesmers now have three utility skills to fight with instead of two. The portal nerf actually buffed mesmers in 1v1's.
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Both damage and sustain are too high and both are caused by the constant increase in available boons and increased boon duration. It's boon application that needs to be toned down.
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So far this season I went on a 23 game losing streak from gold 3 to silver 2 and now I'm back to plat 1.
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The original intent of EotM was to give players a WvW like experience while waiting in queue for WvW. With that said, the current state of WvW should answer the OP's question.
Target priority
in Player vs. Player
Posted
When it comes to scourge vs firebrand you should always focus the scourge first. With two scourges and a firebrand, just out rotate them.